Artisan Archive
Thread: This week's Mail *draft* 8-21-03
Oh yes, how could I forget to mention my pet peeve.
We need a way to select what power to use in harvesters rather than the game just lumping it all together. Right now there's no way of telling if you use solar, wind, or radioactive power in a harvester.
I've never heard of the Miner profession. Can someone go into a little detail on it?
I don't think there should be Certifications for harvesters. It would limit the resale value of harvesters, especially the larger ones, and that would hurt Architects. I think if Artisans are able to use harvesters more effectively than other professions (through the remote management terminals and things like that), it will give us enough of an edge that we don't need to go into Certifications.
-Renzer
I am glad the waypoint bug got top billing. Right now that is my top frustration, especially when I am moving harvesters after a shift. Not only is the lack of waypoint for the survey a pain, being unable to set and rename waypoints as I find nodes for future reference, or even being able to /find a waypoint back to town with a relog is beyond frustration. This should have been fixed a long time ago.
I can verify the post-shiftsamplebug, got it yesterday.
I have not yet ever experienced the lot bug, and i have done lots of re-deeding. Does it occur with specific types of structures?
Regards,
Artuk
Case in point, the pet peeve section...
"Oh in throwing in an extra one sorry LOL many more house sizes and types so that people want to change houses once in a while!!"
Regardless of the relative merit of this request it does not belong here.
How is this relavent to Artisan? Short answer, it is not. As far as I know artisans cannot make houses.
I mean if we are going to include elite class issues in this list lets see some DE issues, or WS or AS issues too. That is only fair. Personally though I would prefer to see all elite class issues on their respective boards.
It is very unfortunate that the artisan forum has aparently been taken over by architects who not getting what they want on that forum come here and post hoping to get controversial issues added to the devs to-do list like:
- Miner Professions added back in
- Harvesters limitations or certifications of some kind
- More lots awarded based on crafting skill and elite crafting skill
May as well add harvester decay/destruction on re-deed in there as well while we are at it.
I would like to request as a master artisan that the artisan issues sent to the devs be confined to the artisan, or at most general crafting issues that benefit/hurt all crafters equally, including those that have crafting in a combat tree (combat medics, slicers) who would undubtedly be unfairly hurt by the above suggestions, much to the delight of some.
Enough of this master architect masquerading as a master artisan business. It does no service to the artisan profession and dilutes what are real issues for those people who want to play a master artisan.
I will get off my soapbox now.
I would only support "- More lots awarded based on crafting skill and elite crafting skill" if the base line was reduced.
I think the current extraction rate is already too much to have a good three tier economy (Mining -> Crafting -> consuming). I think the idea of linking the amount of lots you have to some form of artisan skill is a good one, but that the end result is that a skilled character has what we have now, and other characters are reduced.
I do think that ALL characters need to be able to place some harvesters.. its important they can experiment with this aspect of the gameat a very low skill level.
One thing I am concerned about as far as a miner class goes is that it may just tip things more toward a multi-accounter. Right now, any skills I pick up in a new mining profession would be balanced against my merchant (efficiency), architecht (installations), and pistoleer skills. A player with mules can optimize his mules for extraction and his main for combat while single account players will be left struggling to balance these (as the design expects).
It was the discovery of the degree to which resource miners are running multiple accounts (with SOE's encouragement) that has made me question my earlier enthusiasm for a miner class.
Regards,
Artuk
Artuk wrote:
I would only support "- More lots awarded based on crafting skill and elite crafting skill" if the base line was reduced.
I think the current extraction rate is already too much to have a good three tier economy (Mining -> Crafting -> consuming). I think the idea of linking the amount of lots you have to some form of artisan skill is a good one, but that the end result is that a skilled character has what we have now, and other characters are reduced.
I do think that ALL characters need to be able to place some harvesters.. its important they can experiment with this aspect of the gameat a very low skill level.
One thing I am concerned about as far as a miner class goes is that it may just tip things more toward a multi-accounter. Right now, any skills I pick up in a new mining profession would be balanced against my merchant (efficiency), architecht (installations), and pistoleer skills. A player with mules can optimize his mules for extraction and his main for combat while single account players will be left struggling to balance these (as the design expects).
It was the discovery of the degree to which resource miners are running multiple accounts (with SOE's encouragement) that has made me question my earlier enthusiasm for a miner class.
Regards,
Artuk
I personally would love to buy all my resoruces from a miner but I can't afford to do so. At least on my server the prices are more then iam willing to pay. If I buy resources at the prices people are selling I'd have to triple the cost my of buildings and I would not be able to sell them. Ive already had to reduce some and raise other building prices to find a balance that allows me to break even. Most people do not understand the sheer amount of resouces needed in the Architect lines and accuse you of ripping them off when you try and sell things.
So what did I do? I use all the lots on my account, my husbands account and a third account just to keep myself in resources. My third account was bought for the lots and to allow me to play around with a ranger without using my Artisans points. Anyone who wants extra lots is going to do the same. The only thing we are doing at this point is funneling more account money to SOE lol.
I'd love to find a balance that works for everyone and does not make people feel they need additonal accounts for the lots. Unfortuanlly Iam not sure how we can do that. We can not control what people sell resoruces for and in all my attempts to contract with someone for resources their prices were twice as bad as the bazarr because they knew I was seeking resources. I had one guy mail me back that he knew he was inflating prices but did't care because he knew that architects HAD to have resoruces and would eventually pay any price to get them.
So how can we fix it so that crafter do not feel they MUST run their own harvesters if they do not want to? How do we boost the resource economy so that there are resources flowing from those who mine to thoses who craft at afforable prices?
Suggestion?
The popular argument is that the price of 3 per unit also includes the time taken to manage the harvesters... well, harvester management is a given. anyone running one should expect to spend time doing it. If your chosen profession is resource sales, then you shouldn't be complaining about the time it takes.
Let's take a still generous, but more realistic profit margin... 20%. This would create a per unit price of 0.72 credits per unit. Much easier on the pocketbook, wouldn't you say? Of course, premium prices could (and would) still be charged for extinct high-quality stuff.
Now, to examine the person you mentioned, who was raising his prices since he felt he was controlling supply. That's fine... let him raise prices. Don't buy from him. He can sit on his inventory and refuse to sell at anything less than 5 per, and eventually he'll have to run missions all day to support his harvesters. Meanwhile, everyone else will be buying from that other guy who saw an opportunity to sell at 0.72 and now has more demand then he can handle.
As far as additional lots go, I don't think we should reduce the number below 10. In beta, players had 75 lots before it was reduced to 10. The dev response to the obvious outcry was "we would rather over-nerf and loosen restrictions, than nerf and nerf again." So, maybe we need to loosen the restrictions. Barring the re-introduction of the mining profession, grant additional lots in certain skill boxes (Surveying, Organic Chem, etc) up to a maximum count of 15-20 or so. If Miner is brought back, then ONLY the Miner should get the extra lots.